Medium Undead, Chaotic Evil
Armor Class 17 Magical
Hit Points 60 (8d12 + 8)
Speed 30 ft., Walk 25 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
20 (+5)
WIS
13 (+1)
CHA
11 (+0)
Saving Throws INT +8
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 20
Languages Only languages it knew in life
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Darkvision. Can see in darkness unimpaired. 

Spellcasting. The Vampiric Child is a 1st-level spellcaster. Its spellcasting ability is intelligence, (spell save DC 17, +8 to hit with spell attacks). The Vampiric Child has the following wizard spells prepared:
Cantrips (at will): minor illusion, toll the dead
1st level (4 slots): cause fear, feather fall

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit:  8 (1d8 + 3) necrotic damage; heal half of the damage dealt

Ghastly Touch. Melee Weapon Attack: +4 to hit, range 5ft., 1 target. Hit: 14  (3d6 + 4) necrotic damage; deal 1 additional d4 to a target that is frightened. 

Swarm. Ranged Weapon Attack: +8 to hit, range 30/80 ft., 1 target. Hit: 7 (1d4+5) necrotic damage; target must success a DC 20 constitution saving throw or become paralyzed for 1 minute. They can repeat the saving throw at the end of their turn to end the effect early, and if they succeed the throw they are immune to the paralyzing effects for 24 hours.

Legendary Actions

Malaise. Upon being successfully attacked, roll against the attacker's AC (spell modifier + 8). On a hit, they are overcome with negative emotions and roll with disadvantage the next time they attack. 

Phantom Wings. Fly up to double speed in the air. No melee range characters can launch attacks of opportunity, and they all must succeed DC 20 dexterity saving throws or be knocked prone. (requires 2 actions)

 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
6/14/2023 7:28:08 PM
15
1
5
Coming Soon
6/14/2023 7:30:57 PM
14
1
5
Coming Soon

Habitat: Swamp

Shaken_Thesaurus

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